[Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend

This commit is contained in:
Triang3l
2020-08-31 21:44:29 +03:00
parent 1e9ee8f43b
commit 7b93670dbd
461 changed files with 161 additions and 22194 deletions

View File

@@ -54,44 +54,44 @@ namespace gpu {
namespace d3d12 {
// Generated with `xb buildhlsl`.
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_128bpb_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_128bpb_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_16bpb_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_16bpb_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_32bpb_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_32bpb_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_64bpb_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_64bpb_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_8bpb_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_8bpb_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_ctx1_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_depth_float_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_depth_float_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_depth_unorm_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_depth_unorm_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_dxn_rg8_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_dxt1_rgba8_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_dxt3_rgba8_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_dxt3a_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_dxt3aas1111_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_dxt5_rgba8_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_dxt5a_r8_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r10g11b11_rgba16_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r10g11b11_rgba16_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r10g11b11_rgba16_snorm_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r10g11b11_rgba16_snorm_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r11g11b10_rgba16_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r11g11b10_rgba16_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r11g11b10_rgba16_snorm_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r11g11b10_rgba16_snorm_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r4g4b4a4_b4g4r4a4_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r4g4b4a4_b4g4r4a4_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r5g5b5a1_b5g5r5a1_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r5g5b5a1_b5g5r5a1_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r5g5b6_b5g6r5_swizzle_rbga_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r5g5b6_b5g6r5_swizzle_rbga_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r5g6b5_b5g6r5_2x_cs.h"
#include "xenia/gpu/d3d12/shaders/dxbc/texture_load_r5g6b5_b5g6r5_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_128bpb_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_128bpb_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_16bpb_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_16bpb_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_32bpb_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_32bpb_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_64bpb_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_64bpb_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_8bpb_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_8bpb_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_ctx1_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_depth_float_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_depth_float_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_depth_unorm_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_depth_unorm_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxn_rg8_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxt1_rgba8_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxt3_rgba8_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxt3a_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxt3aas1111_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxt5_rgba8_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_dxt5a_r8_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r10g11b11_rgba16_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r10g11b11_rgba16_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r10g11b11_rgba16_snorm_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r10g11b11_rgba16_snorm_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r11g11b10_rgba16_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r11g11b10_rgba16_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r11g11b10_rgba16_snorm_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r11g11b10_rgba16_snorm_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r4g4b4a4_b4g4r4a4_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r4g4b4a4_b4g4r4a4_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r5g5b5a1_b5g5r5a1_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r5g5b5a1_b5g5r5a1_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r5g5b6_b5g6r5_swizzle_rbga_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r5g5b6_b5g6r5_swizzle_rbga_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r5g6b5_b5g6r5_2x_cs.h"
#include "xenia/gpu/shaders/bytecode/d3d12_5_1/texture_load_r5g6b5_b5g6r5_cs.h"
// For formats with less than 4 components, assuming the last component is
// replicated into the non-existent ones, similar to what is done for unused